uniform sampler2D diffusemap;
varying float interpol;

void main()
{
   vec2 uvsuiv = gl_TexCoord[0].xy + vec2(0.25,0.25);

   vec3 tex_color = texture2D(diffusemap,gl_TexCoord[0].xy).xyz;
   vec3 tex_color2 = texture2D(diffusemap,uvsuiv).xyz;

   vec3 colormix = mix(tex_color,tex_color2,interpol);

//    gl_FragColor = vec4(colormix,1.0);

   gl_FragColor = vec4(tex_color.xyz,1.3*length(tex_color)) ;
//    gl_FragColor = vec4(tex_color.xyz,tex_color.a*timer);
}